#include "GowildStruct.h"

namespace Gowild
{

SceneStruct::SceneStruct()
{
}

QString SceneStruct::name() const
{
    return m_name;
}

void SceneStruct::setName(const QString &name)
{
    m_name = name;
}

QString SceneStruct::room() const
{
    return m_room;
}

void SceneStruct::setRoom(const QString &room)
{
    m_room = room;
}

DeviceStruct::DeviceStruct()
{
}

QString DeviceStruct::name() const
{
    return m_name;
}

void DeviceStruct::setName(const QString &name)
{
    m_name = name;
}

QString DeviceStruct::type() const
{
    return m_type;
}

void DeviceStruct::setType(const QString &type)
{
    m_type = type;
}
int DeviceStruct::roomId() const
{
    return m_roomId;
}

void DeviceStruct::setRoomId(int roomId)
{
    m_roomId = roomId;
}
ControlParamStruct::ControlParamStruct()
{
    m_id = 0;
}

int ControlParamStruct::id() const
{
    return m_id;
}

void ControlParamStruct::setId(int id)
{
    m_id = id;
}
QString ControlParamStruct::action() const
{
    return m_action;
}

void ControlParamStruct::setAction(const QString &action)
{
    m_action = action;
}
QString ControlParamStruct::attribute() const
{
    return m_attribute;
}

void ControlParamStruct::setAttribute(const QString &attribute)
{
    m_attribute = attribute;
}
QString ControlParamStruct::attributeValue() const
{
    return m_attributeValue;
}

void ControlParamStruct::setAttributeValue(const QString &attributeValue)
{
    m_attributeValue = attributeValue;
}
QString ControlParamStruct::mode() const
{
    return m_mode;
}

void ControlParamStruct::setMode(const QString &mode)
{
    m_mode = mode;
}
QString ControlParamStruct::name() const
{
    return m_name;
}

void ControlParamStruct::setName(const QString &name)
{
    m_name = name;
}
QString ControlParamStruct::room() const
{
    return m_room;
}

void ControlParamStruct::setRoom(const QString &room)
{
    m_room = room;
}
QString ControlParamStruct::scene() const
{
    return m_scene;
}

void ControlParamStruct::setScene(const QString &scene)
{
    m_scene = scene;
}
QString ControlParamStruct::state() const
{
    return m_state;
}

void ControlParamStruct::setState(const QString &state)
{
    m_state = state;
}


}

